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Home > Reference > Library and information sciences / Museology > Library, archive and information management > Game-Based Teaching and Learning: A Practical Guide for Librarians(49 Practical Guides for Librarians)
Game-Based Teaching and Learning: A Practical Guide for Librarians(49 Practical Guides for Librarians)

Game-Based Teaching and Learning: A Practical Guide for Librarians(49 Practical Guides for Librarians)


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About the Book

Game-Based Teaching and Learning: A Practical Guide for Librarians is designed for librarians in school, academic, public, and special libraries, as well as other educators who work with all age levels from youngsters to seniors. This book combines the necessary ingredients of theory and practice in a comprehensive guide that offers librarians and all educators the knowledge and tools necessary to enhance their teaching and learning through games. Visual examples serve as instructional models, exercises reinforce learning, and additional resources help in creating lessons incorporating games. Features include: ·A theoretical basis to inform practice provides definitions, advantages/challenges, design principles, and tools to create game-based learning. ·Examples of different kinds of games both digital and non-digital for all library types and age levels, including special needs students and describes how libraries are using games in their teaching. ·Uses of importance to librarians, their patrons, and the library as an entity ·Numerous illustrations of games, especially those used by librarians and other educators, to serve as models for each type of library use. ·Practical applications of game-based teaching and learning in all types of libraries. ·Exercises to reinforce each chapter topic ·Tables of additional resources ·Handouts, rubrics, lesson plans for game-based instruction

Table of Contents:
Part 1. Building a Knowledge Base Chapter 1. Theory Informs Practice Chapter 2. Designing Games Chapter 3. From Design to Development Part 2. Practical Application Chapter 4. A Game Plan for School Libraries Chapter 5. Learning with Games in Academic Libraries Chapter 6. Gaming Ideas in Public Libraries Chapter 7. Useful Games and Strategies for Special Library Instruction Chapter 8. Incorporating Gaming in Library Tasks Chapter 9. What’s Ahead for Game-Based Teaching and Learning?

About the Author :
Beverley E. Crane has an EdD in instructional technology/design, providing a background, both theoretical and practical, in designing instructional materials of all kinds and using technology as a part of learning – both of which are important to online learning. Her BA and MEd are in education, forming the basis of her training to develop and write instructional materials. She has also taught both face-to-face and online courses at three universities, as well as middle school and high school, to students, other educators, and librarians in all types of libraries. She is the author of eight books for educators and librarians.


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Product Details
  • ISBN-13: 9781538104576
  • Publisher: Bloomsbury Publishing PLC
  • Publisher Imprint: Rowman & Littlefield Publishers
  • Height: 279 mm
  • No of Pages: 220
  • Series Title: 49 Practical Guides for Librarians
  • Width: 216 mm
  • ISBN-10: 1538104571
  • Publisher Date: 01 Feb 2020
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Sub Title: A Practical Guide for Librarians


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